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Path of Idle In-Game Search

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An unofficial Windows mod for item search, equipment and skill optimization, box opening, storage management and upgrades directly inside Path of Idle. No browser dashboard or separate server is needed.

Download the latest release · Detailed guide and examples · Changelog

This is the standalone Hangeulkim/PathOfIdleInGameSearch project. 1.1.9 includes the Healer/cross-job-skill auto-equip fix. Earlier links to path-of-idle-stats were a publishing mistake; use this repository for source and downloads.

Install or update

1.1.10 fixes the Windows installer launch error (all.ps1 / is not recognized). If an older installer fails, download the new ZIP and extract it into a fresh folder. This update does not change the build algorithm; the v1.1.9 screenshots below still show the same interface.

  1. Download PathOfIdleInGameSearch-v1.1.10.zip from Releases and extract it completely.
  2. Close Path of Idle, then run install.bat.
  3. Start the game and press F3 or Ctrl+F.

The installer finds the Steam game directory, verifies the mod DLL, and preserves existing mod settings. If BepInEx is missing, it verifies and installs the unmodified pinned official BepInEx 6 IL2CPP x64 archive included in the player ZIP; no separate installer download is needed. The matching BepInEx source and license are included too. Game binaries are not bundled. Existing BepInEx users can instead copy the separate release DLL into BepInEx/plugins while the game is closed.

Back up your save before automation, particularly after game updates. Resetting skills, transformations and upgrades use normal game resources. Sales and failed Mythic refinements are irreversible.

Main features

  • Search: Find Inventory, Warehouse and Vault items by name, quality, slot, level, affix or set. Inspect full descriptions and move items using the game's storage rules.
  • Auto Build: Compare all eight equipment slots and skill/point allocation together, then equip and verify the result. Optional skill transformation uses normal in-game currency. Owned Alien skills remain learned skills; equipment-granted skills do not consume learned slots or points.
  • Themes: Auto, Physical, Elemental, Fire, Ice, Lightning, Minion, Bleed, Corrosion, Critical, Support and Defense. Priority ranges from 0 (general performance) to 100 (selected concept), without forcing named items or sets.
  • Box opening: Open filtered equipment/rune boxes in batches. “Keep Vault gear, sell rest” keeps rewards accepted by Vault and immediately sells verified overflow. If a better reward replaces an older Vault item, the displaced item is the sale target.
  • Warehouse cleanup: A separate confirmed action sells ordinary Warehouse gear, excluding Vault, Inventory and equipped items.
  • Forge and Mythic: Compare the next Forge upgrade, max equipped gear, or check eligible unequipped Legendary items for batch Mythic refinement. Mythic checks do not need a selected hero, recheck capacity/resources, and report successes, failures and skips.
  • Interface: Drag/resize the panel, choose one of four languages, enter 0.1×–100× speed, and show detailed messages only when needed. Background startup and system-wide activation shortcuts are optional and off by default.

Item Search: read the screen

Type a term in Item Search, leave Include warehouse and Vault enabled to search storage too, then choose the Inventory or Warehouse/Vault result tab. Quality buttons narrow the list. Searching does not move, sell or equip anything.

v1.1.9 Item Search with a minion text query and Warehouse/Vault results

The search field is at the top; the two wide tabs above the results switch locations. This example searches the text minion, not the Auto Build theme. Each result shows its location and a Move to inventory button on the right; that button moves that item only. Hover over the item for its full effects.

These are real v1.1.9 game captures. Hero names, item counts, speed and saved settings are examples from this save, not recommended defaults. Click a picture to read it at full size.

Examples

  • Search critical damage -health to require both “critical” and “damage” but exclude “health”. Use | for alternatives and quotes for a phrase.
  • For Fire, choose Fire, increase Theme priority, include Warehouse/Vault items and start Auto Build. Sets are compared by their effects, not their names.
  • For summons, choose Minion. The comparison follows ownership, tags, attack type and inherited stats for Ally, Sentry and Totem skills; these labels are not automatically interchangeable.
  • For Shield/survival, choose Defense. It compares mitigation, avoidance, shields, recovery, resource costs and time alive under the same incoming attacks.
  • Enable Ignore forge bonuses to compare gear at its pre-Forge core values. Real upgrades are unchanged; affixes, existing runes and set effects still count.

What does “automatic” mean?

The mod runs these operations inside the game after you start and confirm them. You do not have to drag each chosen item onto the hero or spend each skill point yourself. It is not a cloud AI agent watching the screen: the build calculations run locally, read the game's item/skill data, and call its normal equipment, storage and skill functions. No AI subscription or API key is needed.

Auto Build is one run for the selected hero, not a command to manage every hero or keep changing builds forever. Search, box opening, Warehouse sale and upgrades are separate actions; using Search alone does not start Auto Build. A separate, off-by-default startup option can press Continue and enable the game's own Auto for eligible active parties. That is not the build optimizer.

Auto Build: from your click to the equipped result

1. Choose what you want

Select the hero in the game, open AUTO BUILD, and check the displayed hero. Choose a theme and priority, choose whether to include Warehouse/Vault gear, and enter a search time. Inventory and the hero's current gear remain sources; turning storage inclusion off prevents searching Warehouse/Vault candidates.

v1.1.9 Auto Build selected hero, theme and priority controls

Check the hero in the blue box, then use the theme buttons below it. Here SHIELD has Defense selected. Theme priority and Best-candidate search time are separate inputs. The pictured 100% / unlimited are saved example settings; Default 60 restores the normal 60-second search limit. If a newly selected hero is not shown yet, use Refresh at the upper right.

Check Ignore forge bonuses and the paid skill-transformation option before starting. Transformation is enabled by default, with up to 12 attempts in the default configuration; turn it off if you do not want those paid rolls. The mod does not unlock unavailable skills or make the Shrine's random result certain. Skill reset/allocation can still be needed even when transformation is off.

Click Auto-build Gear + Skills, then click its Confirm button within five seconds. The first click only arms the action; it does not calculate a final recommendation. The second click starts a run that may actually equip, reset and allocate. There is no separate approval screen after the winner is calculated, so make your settings and save backup first.

v1.1.9 Auto Build options and combined execution button

Scroll down inside Auto Build to see the storage, Ignore forge bonuses and paid transformation choices immediately above Auto-build Gear + Skills. That wide button starts the combined workflow after confirmation. The two Advanced buttons below deliberately change only gear or only skills; they are not the main combined action. No build was applied to take these pictures.

2. Read what the hero can actually use

The mod reads the hero's job/weapon restrictions, unlocked skill rows, available points, owned cross-job skills and Mythic equipment limit. It reads actual owned item instances, including their affixes, current Forge levels, socketed runes and rune words. It does not invent hypothetical perfect items or take another hero's equipped loadout as an owned spare item.

The current loadout stays in the comparison, including empty slots. A currently equipped item is not assumed to be best, but it is not discarded merely because a newer item has a higher level or rarity.

3. Narrow the candidates, then compare complete builds

Trying every possible item/skill combination would take too long. The first pass removes incompatible items and uses level, attributes, affixes and effect structure to select promising alternatives. It also retains representatives of different sets and special effects so an unusual combination can be considered. That quick screening is not the final damage calculation.

The remaining work compares eight-slot loadouts with a skill/point plan. Skills are classified using the game's tags and actual effects: what they target, whether they attack/heal/shield/summon, their damage type, and which attributes they use. A buff can be useful without directly dealing damage. A trap-only effect is not credited as an active trap benefit when no matching trap exists; the same item may still offer other useful ordinary stats.

Two-piece and four-piece bonuses are evaluated at their real thresholds. Four pieces are not automatically better: the extra bonus has to outweigh what is lost by replacing the other two items. Skill-granted and equipment-granted effects are included without spending learned-skill points on the latter.

4. Apply the selected plan and check it

After a valid result is selected, the mod moves the exact items using the game's own functions, performs allowed paid skill changes, allocates the planned points and checks the actual result. It checks all eight item identities, skills and levels, equipment-granted effects, and remaining legal points. It does not declare success just because some buttons were clicked.

If application or verification fails, it attempts to restore the original gear, skills, saved preferences and this run's Blood spending, then checks that restoration. Other parties' Blood earnings are not part of the refund. Extracted Vault items may be preserved in ordinary Warehouse during recovery; “restored equipment” does not promise identical storage placement.

Old-gear warning: successful Auto Build also cleans up displaced/staged equipment. It tries to keep it in Vault and may sell eligible gear that is not kept there. This is not a keep-every-old-item mode. These committed sales are not undone by a later run; a save backup is the protection against unwanted sales.

You can cancel during planning while Cancel is enabled. Once item/skill application starts, cancellation is disabled so it can finish or restore the transaction. Closing the panel is not an undo button. Use Show log to see why a run stopped, what changed, or whether restoration was incomplete.

What Auto Build calculates

Search time is how long the mod may look for candidates: 10 seconds to unlimited, default 60. Combat time is the same simulated 30 seconds used to compare retained candidates. Applying and verifying the result can take additional time.

The comparison includes supported skill timing, mana/health costs, regeneration, summons, real 2-/4-piece set effects, Unique/Mythic effects, and runes/rune words already on each item. Chance effects use expected activations. Loose runes are not rearranged or socketed automatically.

For example, a 30% effect with ten eligible trigger opportunities contributes three expected activations in the calculation. It is not forced to trigger three times in your next real battle. If a trigger depends on enemy behavior the model cannot establish, it is not given made-up uptime.

For damage themes, the model estimates how much supported output the build can produce over those 30 seconds, accounting for resource and timing limits. For Defense, every candidate receives the same modeled incoming attacks; health can reach zero, and staying alive, mitigation, shields and usable recovery matter. Only healing that can target the caster counts toward the caster's own survival. Healing other allies contributes to Support rather than secretly making the wearer invulnerable.

The displayed result is a comparison score, not the game's combat-log DPS. It can contain theme-specific utility or survival value. “Bounded” in older descriptions simply meant that only a limited set of candidates is examined within a time limit, not that “bounded build” is a special kind of build.

Theme priority is a preference, not “100% Fire damage” or “100% certainty”. At 50, general and theme-focused performance are balanced; at 100, the selected concept is emphasized. Useful buffs/passives and other support can still be selected. Auto derives a focus from the hero's usable skill/effect data instead of blindly requiring the current skills.

It is a build comparison estimate, not exact damage against every enemy and not a guarantee of the best possible build. New game mechanics can require an update. The mod verifies final gear, skills and points; an incomplete application is reported as a failure and restoration is attempted and checked.

A shorter search may examine fewer alternatives. Unlimited removes the search deadline; it does not mean every possible combination or every unknown effect is solved. A large stash, many skill variants and slow native game calls can still take time. If no complete, safely applicable comparison is available, the mod stops rather than treating a rough item-screening score as a verified winner. A run that leaves your gear unchanged can therefore mean either that the current gear remained preferred or that the run was unable to apply a result; read the status to distinguish them.

The two Advanced actions deliberately optimize only one side: apply gear only keeps the skill side fixed, and skills for current gear keeps gear fixed. Use the main combined action for a joint build. Auto Build does not perform real Forge upgrades or Mythic rolls; those are separate Workshop actions. It also does not rearrange loose runes.

Box opening and selling: exactly what is automated

Open BULK OPEN, choose equipment or rune boxes and their quality filters, and select the equipment reward destination. The quality filter chooses which boxes to open, not what random reward quality the game must generate.

v1.1.9 Bulk Open destination, sale, box and quality controls

First choose Inventory, Warehouse or Vault + Sell in the destination row. The two large opening buttons below show equipment/rune box counts; the quality filters are underneath. The red Sell all Warehouse gear (Vault excluded) button is a separate cleanup action, not the box-open button. The pictured Vault + Sell means keep Vault-accepted gear and sell the rest.

  • Inventory: leave opened equipment in the bag.
  • Warehouse/Vault: use the game's native routing rules; selecting storage does not guarantee every item goes to Vault.
  • Keep Vault gear, sell rest: open one box, check where its reward actually went, retain Vault-accepted gear and sell the verified overflow immediately. For example, if new item B replaces old Vault item A, B is retained and the exactly identified A is the sale target. The small Market queue is cleared as each sale is verified, before continuing.

The default requires a second confirmation click. Skip confirm removes that extra click only for non-selling box opening; selling still requires two clicks. Leave it off until the selected filters and destination are what you want. Batch work checks each item and can stop between items; it does not blindly keep retrying an uncertain result. Sales already completed are not reversed by cancellation.

Sell all Warehouse gear (Vault excluded) is a different, double-confirmed action. It scans ordinary Warehouse fields only, excluding Vault, Inventory and equipped gear; unsellable/locked items are skipped. It is not a command to empty every storage system.

Forge and Mythic: separate from choosing a build

v1.1.9 Forge one-level, max-equipped and Mythic check controls

On Forge, the upper two large buttons are Find best target + apply one level and Max all equipped gear (+5 first). Scroll down for the purple Check all Mythic candidates (no consumption) button. Its first click only checks candidates; a subsequent confirmed batch can consume items and resources. It is separate from the two equipped-gear upgrades above.

  • Find best target + apply one level: compare the selected hero's equipped items at their current Forge level and predicted next level, then spend the normal cost on one confirmed upgrade.
  • Max all equipped gear: repeatedly upgrade the current equipped items toward the native maximum while legal and affordable. It does not replace them with a new loadout, and it stops on resource or verification problems.
  • Check all Mythic candidates + batch refine: the first click checks eligible unequipped Legendary items in Inventory, Warehouse and Vault. Locked, socketed or equipped items are not eligible. Confirm the same candidate set within 12 seconds to attempt the batch. No selected hero is required.

Before each Mythic attempt the mod rechecks the game's current success chance, cost, item identity, resources and Mythic Vault capacity. It attempts the game's normal roll, not a guaranteed upgrade. Success creates the native Mythic result; failure destroys the Legendary. Capacity-blocked items are skipped, and a resource-wide or uncertain failure stops the remaining batch. The result shows attempted, succeeded, failed/destroyed and skipped counts. Newly appearing items are not added halfway through a confirmed batch.

The startup/background settings, build choices and bulk-open choices are saved locally. Reopening the panel keeps those settings; it does not by itself authorize another sale, Mythic batch or Auto Build run.

Verification, source and removal

The guide and cross-job regression notes distinguish current-save checks from historical exact-selection baselines. The 17-case current-save checks and six repeated Healer previews passed; actual Healer equipment application and failure restoration were also tested. These results are not a promise that every unseen save works.

To build, install .NET 6 SDK or newer and BepInEx, launch the game once to generate its interop files, then run scripts/build.ps1. Production builds exclude runtime test hooks and debug symbols. See the release checklist.

To uninstall, close the game and run uninstall.bat. Settings, BepInEx and other mods are preserved.

Windows x64 / Steam / BepInEx 6 IL2CPP. An unofficial fan project, not affiliated with the game developers or BepInEx. See third-party runtime details.

About

In-game item search, joint gear and skill Auto Build, Vault-aware storage and box opening, Forge/Mythic upgrades, and speed controls for Path of Idle.

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